コード例 #1
0
def setPlayerBlock(x, y, width, height):
    posX = x
    posY = y
    block = Obstacle(posX, posY)
    block.setImg('block.bmp')
    block.setSize(width, height)
    block.setShape(x, y, width, height)

    return block
コード例 #2
0
def setBlocksRand(blocks, screenWidth, screenHeight, width, height, num):
    for x in range(num):

        posX = randint(100, screenWidth)
        posY = randint(0, screenHeight)
        block = Obstacle(posX, posY)
        block.setImg('block.bmp')
        block.setSize(width, height)
        block.setShape(block.x, block.y, width, height)
        blocks.append(block)
コード例 #3
0
def setBlocks(blocks, width, height, num):
    posX = 0
    posY = 0
    for x in range(num):
        block = Obstacle(posX, posY)
        block.setImg('block.bmp')
        block.setSize(width, height)
        block.setShape(block.x, block.y, width, height)
        blocks.append(block)
        posX += 60
コード例 #4
0
ファイル: functions.py プロジェクト: achyutjoshi/coOpPyGame
def setPlayerBlock(x, y, width, height):
    posX = x
    posY = y
    block = Obstacle(posX, posY)
    block.setImg('block.bmp')
    block.setSize(width, height)
    block.setShape(x, y, width, height)

    return block
コード例 #5
0
ファイル: functions.py プロジェクト: achyutjoshi/coOpPyGame
def setBlocksRand(blocks, screenWidth, screenHeight, width, height, num):
    for x in range(num):

        posX = randint(100, screenWidth)
        posY = randint(0, screenHeight)
        block = Obstacle(posX, posY)
        block.setImg('block.bmp')
        block.setSize(width, height)
        block.setShape(block.x, block.y, width, height)
        blocks.append(block)
コード例 #6
0
ファイル: functions.py プロジェクト: achyutjoshi/coOpPyGame
def setBlocks(blocks, width, height, num):
    posX = 0
    posY = 0
    for x in range(num):
        block = Obstacle(posX, posY)
        block.setImg('block.bmp')
        block.setSize(width, height)
        block.setShape(block.x, block.y, width, height)
        blocks.append(block)
        posX += 60
コード例 #7
0
ファイル: main.py プロジェクト: henrypigg/2DRayTracing
def main():
    pygame.init()

    world = World([1600, 600])

    player = Player(500, 300)
    obstacle = Obstacle(300, 100, 200, 100)
    obstacle2 = Obstacle(700, 500, 100, 200)
    obstacle3 = Obstacle(300, 500, 400, 100)
    world.nodes.append(player)
    world.nodes.append(obstacle)
    world.nodes.append(obstacle2)
    world.nodes.append(obstacle3)

    running = True
    pressedUP = False
    pressedDOWN = False
    pressedLEFT = False
    pressedRIGHT = False
    pressedR = False
    pressedLSHIFT = False

    while running:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    pressedUP = True
                if event.key == pygame.K_DOWN:
                    pressedDOWN = True
                if event.key == pygame.K_LEFT:
                    pressedLEFT = True
                if event.key == pygame.K_RIGHT:
                    pressedRIGHT = True
                if event.key == pygame.K_r:
                    pressedR = True
                if event.key == pygame.K_LSHIFT:
                    pressedLSHIFT = True
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_UP:
                    pressedUP = False
                if event.key == pygame.K_DOWN:
                    pressedDOWN = False
                if event.key == pygame.K_LEFT:
                    pressedLEFT = False
                if event.key == pygame.K_RIGHT:
                    pressedRIGHT = False
                if event.key == pygame.K_r:
                    pressedR = False
                if event.key == pygame.K_LSHIFT:
                    pressedLSHIFT = False

        if pressedUP:
            player.y -= 2
        if pressedDOWN:
            player.y += 2
        if pressedLEFT:
            player.x -= 2
        if pressedRIGHT:
            player.x += 2
        if pressedR and pressedLSHIFT:
            player.angle = (player.angle - player.deltaTheta) % (2 * math.pi)
        elif pressedR:
            player.angle = (player.angle + player.deltaTheta) % (2 * math.pi)

        world.nodes[0].generateRays(world.nodes[1:])

        world.update()
コード例 #8
0
ファイル: flap.py プロジェクト: inga-lala/flapAI-bird
def main():
    pygame.init()
    screen = pygame.display.set_mode((cfg.SCREEN_W, cfg.SCREEN_H))
    pygame.display.set_caption('Flappy!')

    background = pygame.Surface(screen.get_size())
    background = background.convert()
    background.fill(blue)

    bird = Player()

    obgroup = pygame.sprite.Group()

    screen.blit(background, (0, 0))

    screen.blit(bird.surf, bird.rect)

    pygame.display.flip()

    done = False
    clock = pygame.time.Clock()
    delta = clock.tick(60)

    myfont = pygame.font.Font(None, 40)

    while not done:

        scoretext = myfont.render("Score: " + str(cfg.score), 0, (0, 0, 0))

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True
            elif event.type == KEYDOWN:
                if event.key == K_SPACE:
                    bird.jump()
                if event.key == K_ESCAPE:
                    done = True
        if cfg.create == True:
            ob = Obstacle(
                randint(gap + cfg.SCREEN_H / 12, cfg.SCREEN_H * 11 / 12))
            obgroup.add(ob)

            cfg.create = False

        bird.update()
        obgroup.update()

        for each in obgroup:
            if (bird.rect.colliderect(each.rect1)) or (bird.rect.colliderect(
                    each.rect2)):
                bird.dead = True

        if bird.dead == True:
            done = True

        screen.blit(background, (0, 0))
        screen.blit(bird.surf, bird.rect)

        for each in obgroup:
            screen.blit(each.surf1, each.rect1)
            screen.blit(each.surf2, each.rect2)

        screen.blit(scoretext, (5, 10))

        pygame.display.flip()
        cfg.delta = clock.tick(60)